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I voted for the inventory because I thought it would not take ages to code (unlike mobs, water and lava or redstone)
I won't publish v0.8.1 yet, as I still have to implent rotation of normal blocks, which requires refactoring a lot.
Quote from: Vogtinator on April 27, 2014, 12:34:46 pmI won't publish v0.8.1 yet, as I still have to implent rotation of normal blocks, which requires refactoring a lot.So, upside-down stairs?
Quote from: bb010g on April 27, 2014, 03:18:30 pmQuote from: Vogtinator on April 27, 2014, 12:34:46 pmI won't publish v0.8.1 yet, as I still have to implent rotation of normal blocks, which requires refactoring a lot.So, upside-down stairs? Maybe. Stairs aren't implemented yet, but that shouldn't be much work. I was referring to furnaces, crafting tables, bookshelves and pumpkins, actually. Stairs are "special blocks" as they don't consist of 6 axis-aligned quads with coords aligned to BLOCK_SIZE which is necessary for optimizations.
Quote from: Vogtinator on April 27, 2014, 03:25:24 pmQuote from: bb010g on April 27, 2014, 03:18:30 pmQuote from: Vogtinator on April 27, 2014, 12:34:46 pmI won't publish v0.8.1 yet, as I still have to implent rotation of normal blocks, which requires refactoring a lot.So, upside-down stairs? Maybe. Stairs aren't implemented yet, but that shouldn't be much work. I was referring to furnaces, crafting tables, bookshelves and pumpkins, actually. Stairs are "special blocks" as they don't consist of 6 axis-aligned quads with coords aligned to BLOCK_SIZE which is necessary for optimizations.Wait...what do you mean by rotation then? Will the firery side of the furnace face you when you place, or is it something different?
for(int x = x_start; x <= x_end; ++x){COLOR c = texture->bitmap[u + v*texture->width];RGB rgb = fromCOLOR(c);r *= light;g *= light;b *= light;c = fromRGB(rgb);screen[x + y*width] = c;}
Maybe it's possible to premultiply the textures, but for 4 different levels of light that's already 2MB for a 512px texture. I don't know, maybe in a later version.
I was going to suggest exactly this. Keep in mind that (I believe) a lot of people are happy with the original 16px textures, and with those you could have copies of one texture for all 16 light levels in only 8KB. Of course, if you implemented this for all block types it would start to add up, but it would still only be about 2MB for basically every block in current Minecraft, which includes far more block textures than you'd need with the current set of blocks supported.
Also, hi. I normally don't tread outside of 83+/84+ threads, but this is the one thread that I make an exception for and keep track of because your work on this is awesome.
Out of curiosity because I don't have an Nspire and couldn't see the statistics anywhere in recent posts, what's the performance of this like relative to the draw distance?
If you mean draw distance as in how many chunks far you can see, then I'd say it's about 15fps with 3 chunks (or however many blocks are in one +/1) rendering distance(overclocked to 198MHz).
QuoteI was going to suggest exactly this. Keep in mind that (I believe) a lot of people are happy with the original 16px textures, and with those you could have copies of one texture for all 16 light levels in only 8KB. Of course, if you implemented this for all block types it would start to add up, but it would still only be about 2MB for basically every block in current Minecraft, which includes far more block textures than you'd need with the current set of blocks supported.Considering that the CX has 64MB RAM and the OS runs on older models with 32MB, there's at least 32MB free (maybe badly fragmented), so that could actually work quite well (but slow down startup time significantly). I added it in the poll above.
Should we perhaps reset the poll, now that a new option has been added?
Sorry for the delay, but here's the pull request. You can look at freetype_demo in the samples directory.